Danimal {l Wrote}:please, can someone replace \sounds\RoomBuild\Bump.ogg for this one? believe me when i say its an improvement , also, please upload it to the OpenDungeons-media-source branch, i cant figure ho to upload anything...

Also do any of you know if the sounds for swordfigthing and mining are being randonly played or its just the same one is being used time and time?

It's probably better if you do it yourself following Bertram's howto, I don't have commit rights on the media repo and I'm not 100% sure where the file should go to (there are both a Sound/ and a sounds/ folder). Maybe you should upload the .wav file alongside the .ogg, so that the ogg can be regenerated if need be?

Quick news about this:- Random sounds played on action has been added.- Base support for action sounds per creature class has been initiated, but let's take care of that one after 0.4.9 release. Only a "default" class has been added.- claiming/digging/rock falling random sounds support has been added.- The new build room/trap sound has been added by Akien.

- I'm currently on adding support for fade in/out and music cross fading support. (90% done atm)- I'll then add a map parameter for the normal music and the fighting! music.- Gold deposit and cannon firing sounds will be added shortly afterwards.- Interface sounds played on buttons click will be added shortly after that.

Questions about sounds/music:The creature pickup sound is currently a click sound.The creature drop sound is currently a build room sound.The dig select/unselect sound is also a click.- Do you want to find new ones fitting per default on creatures?- Do you want other click sounds (as it seems listed)?- Do you want a different sound per room/trap build?

Hi Bertram, i like your news, ; i cant help but think we are lateral workers always branching here and there (its not a bad thing given how few we are)

- I'll then add a map parameter for the normal music and the fighting! music.

I see this as a biomes music precursor

Questions about sounds/music:The creature pickup sound is currently a click sound. The creature drop sound is currently a build room sound.

Ok, new different ones for these. Can a different one per each species (maybe a special one for specific creatures?) be possible? look below

The dig select/unselect sound is also a click.

-> i will look for a pickaxe sound

- Do you want to find new ones fitting per default on creatures?

i can think on a few general classifications, going like :insects, reptile, small monster (creeps), medium monster, big monster, humanoid monster, male human, big male human, female human and a few special for creatures like slime, pirate...Creatures could use them at ramdom depending on whcih class they belong and the action (cries, battle, death...)Ex: Adventurer and swordman uses "male human" voice set; dragon/wivern/snakeman uses "reptile set", spider/roach/kreatur "insect set"; barbarian/knigth/king uses "big male human" set and so on...

This opens an interesting path; each creature could have 3 class/attributes they belong to:

Species - like above (it would include happy, sad, pain, death, cries sounds)Walk sounds - insect; ligth walker; medium walker; heavy walker; armored walker, FlierAttack sounds - unarmed/claws; basher; cutter ; magical; ranged -> since attacks will become skills eventually, sounds could be added to them; except for basic attack skill, which would use this classification to make each creature have the corresponding sound to its basic weapon. While each skill would have a unique sound (fireball -> Woshh; granade -> boom!) that is cross species and only related to its own skill

Ex: spider uses "unarmed/claws" sound for it basic attack skill, adventurer "cutter", if both have the fireball skill, the Woshh sound is linked to fireball and the same for everyone which access to that skill

Monster class-specific "pain sound" could be used as the new pick up/drop sounds(at ramdom as well)

So an adventurer would be a "male human", "medium walker", "cutter" and play ramdomly sounds on those categories as needed

- Do you want other click sounds (as it seems listed)?

Only one for gui clicking, no more is neeed, it would be confusing having a different sound pushing the same exact button.

- Do you want a different sound per room/trap build?

No, perhaps two, one for all rooms (the new one) and a new one for all traps ( i can imagine some kind of workshop-like sound)Remember spells will all have a different sound.

The classification you're proposing looks fine. I'll rearrange sounds to fit more the current vision. Note that you pointed a few missing action sounds:hurt, walk and die.

As for sounds per creature class, I'd like this to be configurable, but this would be some work, so this won't be for 0.4.9, IMO.I'd like to add support for this in creatures.def but I'd rather have creatures be configured within[Creature] [/Creature] tags first.

For 0.4.9, you'll have better default sound support, and cross-fading support. For the next version, we'll rework the creature data structure more completely. In the meanwhile, if you have a few sounds that can be used by default, I can use them.